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Sifolstour.3210

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Everything posted by Sifolstour.3210

  1. I was thinking on doing a last run too with a harbinger build. I stopped playing after eod and i was running a build like the one i'm going to link. With something similar you will be able to run through all content without any issues with tons of sustain, mobility and ranged aoe damage. I'll add some trait/utility skill variations for pvp but the playstyle will keep the same, keep in mind the the counter for this build is projectile hate but even tho if you master it (its quite simple) it will serve for a roaming playstyle. I've tried to go as cheap as possible and assuming you are going to use a lvl 80 booster. I like to keep the same set of weapons for all modes, so staff is a must for pvp (for pve i only swap to staff to clear packs of trash or before jumping into shroud to throw all marks) and warhorn is a well rounded secondary weapon. For WvW just take the same traits as for pvp (sigils don't fit for wvw so if you take it serious think on geting a secondary set of weapons with something like cleansing/energy/intelligence for staff and doom/battle for pistol/warhorn) . pve build: http://gw2skills.net/editor/?PSwEoEmpMUGLDk5xaxS/KPeC-DyIU1ojvQAk7KFCsCE+FALw8sBA-e pvp build: http://gw2skills.net/editor/?PSwEoEmpMUmF7j5xaxi2ZNeC-DaoOlGFCRqAyUEkwEwx/GAA I hope you find this helpfull.
  2. How about first Anet finally release the xpac we've bought already this 2023 summer? half+ year and still waiting for those weapons
  3. For every single game mode my personal choice is Greatsword. It's a well rounded weapon that fits the mighty spirit a warrior should have.
  4. Besides core support guard that has been running strong since launch i can't think about others. That doesn't mean that you cant play them, but by any means they are meta.
  5. Even not being listed here my vote is for Celestial Harbinger with Parasitic Contagion traited, this class is a no brainer for open world. High dps, good mobility, good cc, good aoe, incredible sustain, and not many keys to press nor difficult rotations. The only thing missing here is your preference for shield/sword.
  6. Sadly what we all should know at this point is where the coin has fallen. The worst part of it is that I'm 100% sure they are making now more money than when anet was doing the right thing with this once amazing game. This later exp was like an april's fool, sadly soto is going to be my last purchase if they keep with this stuff.
  7. I couldn't finish any daily yet only doing pve. They bring me to places im still far away
  8. Any task needed to unlock weapon master or just buying soto enables it
  9. Ive played through beta 3 and 4 mechanist, 4 on harbringer and 4 on the untamed (open world and pvp). I was quite impressed specially on the changes made for the untamed. On my opinion they have to change some stuff; -Ambush skills are a good concept for the class and i like them all mostly, but they have to implement them properly, timers are not clear so you dont know when they are up. -Also it would be so cool to change at least 1 of the unleashed pet skills and make them more focused on pet archetype, calling it a beast ability would be great taking profit of some of the beastmastery/wildness of survival traits out there(f2 skill will fit perfectly for this). I've only played harbringer on beta 4 and those elixir improvements felt good but they need more work on some of them: -Elixir of Ignorance/Bliss/Anguish: I feel there are more skills on core necro that outshine those and need to be improved. As an example Ignorance and Bliss could be merged into 1 elixir and grant also superspeed on the impact zone, that will leave open 1 elixir skill to work on (maybe some kind of defensive elixir with aegis and a good amount of barrier for the impact zone for more support builds builded around 5 elixirs). For Anguish remove the swiftness, double the time of quickness and add a dark field on the impact area. Also some adjustments on traits and skills would be great, nerfs on 3/4 shroud skills (from 900 to 600 range) hurts specially on pvp cause they also removed the life regeneration from shroud life bar, making the class so squishy and punishing roaming and decaping capabilities of the espec. Also i would love to make 3 trait changes to make the especialization a good support and a add some strike damage buffs not making only condi focused builds viable. -Revert back to 900 at least shroud skill number 3. -Make skill 4 from shroud form a leap finisher. -Wicked corruption; i would like to make it to lose torment damage/aplication on skills for added strike damage. -Vile Vials and Twisted Medicine should be merged into 1 trait. With one trait slot open they could add something more support focused, as an example, throwing elixirs grants vigor, swiftness and recover a bit of heal on the impact zone. Mechannist feels more of the same than on beta 3 but nerfed to the floor, those nerfs hurt so much the espec specially strike damage builds. With the reduction of the cooldown on mechs death they did not solve the problem, having to rely heavy on alacrity and forcing you to use signet elite to respawn the mech on death. Someone posted on the feedback post a good solution to the problem that i liked alot. It was something like puting a turret on mechanist shoulder on mechs death with selectable f1, f2 and f3 skills depending on trait choices. +1 for the Untamed Let's see what they bring on release, I can't wait!!
  10. I'm lost with this legendary amulet, i mean i can start now doing those achivements or they have a timegate. What should i do in order to get it.
  11. That sounds pretty good XD. +1 for the turret on our shoulders when mech is not summoned 🙂 .
  12. Ive played mechanist on both betas and i can say that the only significant improvement that ive noticed is the Crisis Zone skill (F2), the condi cleanease and stun break on it feels good but thats it. The most important thing about players feedback from beta 3 was mecha death timer but reducing it to 50 seconds doesn't change anything. You cant stand 50 seconds waiting for the respawn, not even 1 so the best reliable way to call it down is using the elite signet skill and relying heavily on alacrity to use it immediatly after mechs death; that hits build diversity. The nerfs that i noticed the most are on strike damage builds. Condi builds still manage to put some good numbers even with those nerfs cause the condi signet outshines its strike damage counterpart. In my opinion removing rocket fist from mechs passive skills was a fail, specially now only being able to use it with the mace. Mech commands doesnt feel responsive cause (as an example) when i try to use crisis zone or sky circus the mech doesnt cast it on demand if the enemy runs away, so first the mech runs into your target and then, if it reaches the target it procs the skill, only being able to activate it immediatly if i detarget before using those skills. Mechanist theme could have been implemented on the untamed to maximize its potential with the big diversity on ranger pets much better, and even liking it, i can only see mechanist viable on casual open world. But at the end of the day it is what it is. Anyways thx for your work put on it.
  13. Actually i traited parasitic contagion and it seems to be healing my harbringer alot, im not even planning on using tormenting runes at all cause heal from that trait seems to be enough. I would like some kinda breakstun on shroud tho
  14. Those are my thoughts on Harbringer after testing it on beta 4 First of all i want to say that this espec in my opinion is going to be the new open world king. It has a very fluid and simple playstyle, im not going to post some major changes instead I'm going to suggest some improvements. I builded it with trailblazer stats and even without tormenting runes just traiting parasitic contagion the sustain you get from the trait is simply amazing. I will throw on it Aristocracy runes for sure (solo play) cause harbringer has good weakness sources and maintining 25 might with those runes will be no problem. Now lets get started: PISTOL -I won't make any changes on pistol even having a pretty simple kit build on it, it has a skill for every situation, good aoe with skill 1 and 2, also is nice to have a stun on skill 3, condition choices for every skill are adequate. I'm using it on both weapon sets pairing it with dagger and warhorn for the condition transfer and breaking defiance bars with ease. The only complain with that weapon set choice is the life force generation so i trait eternal life to get a good life force source at the cost of losing dhuumfire that offers more dps, but damage output is pretty good with that class even without traiting it. SHROUD -Here i would like to revert back the range of shroud skill 3 to 900. The adition of blight mechanic 3/4 skills feels good but underwater they seem to be almost the same skill, on my opinion shroud skill 4 should be reworked underwater maintaining the daze. -Add a leap finisher on shroud 4. -Also i noticed that when i get out of shroud and start firing pistol skills, it still seems to be throwing shroud skills. ELIXIRS -New blight system for elixirs is good but i would like to tune up some of them. *(Healing skill) Elixir of Promise in my opinion is a must have (PvE), the changes made for beta 4 are ok, no changes needed here. *Elixir of risk is pretty good too and has a good synergy with aristocracy runes that i will use for my build, no changes needed here. *(Elite) Elixir of Ambition feels good and in some situations feels better than Plaguelands for condi based builds, no changes needed here. Now the ones that need to be improved alot *Elixir of Ignorance/Bliss/Anguish: I feel there are more skills on core necro that outshine those and need to be improved. As an example Ignorance and Bliss could be merged into 1 elixir and grant also superspeed on the impact zone, that will leave open 1 elixir skill to work on (maybe some kind of defensive elixir with aegis and a good amount of barrier for the impact zone for more support builds builded around 5 elixirs). For Anguish remove the swiftness, double the time of quickness and add a Dark Field on the impact area that would synergize pretty well with shroud skill 4 if it gets a leap finisher on it. TRAITS -Harbringer strike damage feels a bit undertuned so on wicked corruption i would like to make it to lose torment damage/aplication on skills for added strike damage. -Revert back Wicked/Septic Corruption bonus to 1%, the heal reduction seems fair at 1.5%. -Vile Vials should be merged into 1 trait. With one trait slot open you could add something more support focused, as an example, throwing elixirs grants vigor, swiftness and recover a bit of heal on the impact zone. I can't wait for full release!!
  15. That's a false statement, in my case as i stated some posts up yours im pretty excited on some of them.
  16. First of all i have to say thank you for the hard work, too much stuff has been done on a few days. It seems to be too much criticism onto the virtuoso, but for me and the classes that i'm looking for (untamed, harbinger and mechanist) i'm pretty excited. A quick first look on those: *The Untamed at first felt like an unfinished class, as it will be right now on paper feels a pretty solid class and playing around the new mechanic more rewarding cause you get more benefits depending on who is unleashed. _The adition of the1st skill being a special Ambush version while unleashed is just what we needed for a better cohesion between the new elite and all the core weapons adding much more build diversity and not having to rely only on the hammer to get the benefits of the unleashed powers. _The tweaks made on the Hammer, mainly the mobility added to the kit seems promising 🙂 _Those changes made on Cantrips are incredible, as an example Mutate conditions now with the adition of the stun break on it will be my pick for sure to fill the stunbreak/condi clear utility skill slot. Also I like the boons granted while unleashed or not. _Traits for me are a mixed bag; First one that confuses me is corrupting vines cause we already had boon corruption on it so adding boon removal on top feels strange maybe add +1 corrupted boon while landing the ambush skill instead of removing it to maximize its potential, Vow of the untamed minor trait removed??. But for the major part of the changes in my opinion will define more your playstile going for more sustain with the addition of barriers and heals or going the opposite way more damage focused. One major complaint that i have with this spec are the unleashed skills of the pets being the same for all of them. As an example i would love to have on the f2 a different skill based on archetypes and call them BEAST ABILITY for better trait sinergy with the beastmastery and wildness of survival traitlines. That would be alot of work, but for me will make the class a 10/10. Maybe a minor change cause we have already some traits bounded to them that are pretty well crafted but something that will define more the pet we are using. *The Harbinger elixirs changes for me are perfect and make them relevant and interesting to build around them, i liked alot both the boon that we will get just by using them and the additional effect on impact. But what i liked the most is the blight management and augmented effects over the blight treshold. Some things to note here: _Vile Vials seems to me a wasted/weak trait now that you removed half of it, so removing it and adding the vulnerability on impact to the Twisted Medicine trait feels the logic move. _Removing Vile Vials will let us open a trait choice and here is where im gonna make the call: BRING BACK THE LIfE REGENERATION THAT YOU REMOVED FROM LIFE FORCE DRAIN IS THE WAY TO GO ADDING IT AS A TRAIT CHOICE. This will allow some interesting build that dont rely that much on the soul reaping traitline cause picking this trait instead of Wicked/Septic Corruption will make more build diversity (for example geting blood magic instead of it for solo play adding some selfsustain builds), specially with the addition of the new blight threshold mechanic that empowers certain skills. With this change we can choose between maxing out and maintaining the blight at max for a sustained heavy damage or use it just for BURST COMBOS. _I didn't like at all the reduction on damage per blight stack so i would like you to revert back this decision and let it like it was on the past, harbingers like core, reaper and scourge should build some life to fully utilize the shroud mechanic on solo playstyles and with the addition of some sources of blind/weaknes/regeneration /resolution/criple to the elixirs i think is enough to compensate the life we lose for the damage modifiers we get from blight (maybe add some damage mitigation on shroud 😘). Overall it seems to me a well crafted GLASS CANON espec. *O gosh what can i say off the Mechanist, maybe past times were better, at the beginning it wasn't my cup of tea but when i started playing it i couldn't stop. For me those stats reduction will hit so hard the class. I tried on beta lots of builds and the one i liked the most (and wasn't a meme like Berserker Jade Canons build 😝) it was a condi/support build Pistol/shield with 2/2/2 on alchemy 1/3/1 on inventions and Single-Edge Cutters/Channeling Circuits/Barrier Engine on mechanist. That allowed me to bring back the mech every time it died cause the perma alacrity and a good amount of barrier aplication and condi removal. The adition of mech commands were a must have. Besides that my major concern was the big cooldown of the mech on non alacrity focused builds so on those builds when the mech died i was relegated to a core engineer with 2 traitlines and no toolbelt skills... So what can i say lets see how all those changes will play out cause they reduced to 50 seconds the cd but also reduced mechs stats to the floor. Also i will note that i dont like how you moved from the minor trait to the mace the usage of the mech skill rocket punch cause if we dont use the mace we wont get this amazing skill. I CAN'T WAIT TO PLAY BETA 4!!!
  17. I'm amazed of all the writing just on page 21. Devs must take into consideration those comments seriously cause thats the way to create a new espec. For me is delusional specially how they 'designed' harbinger utility skills, those elixirs dont encourage to play this new espec at all.
  18. Ive been testing it and with a build that provides perma alacrity you can resumon your golem with the elite signet every time it dies and spam all your skills so frequently. Your mech can output alot of damage going damage or condi it doesnt matter the path you choose. Definetly yes its broken XD
  19. What do you mean by solo anything cause the mech hasnt active defenses nor sustain and is just a sponge of 50k hp. Did you solo any bounty?
  20. I have to agree with all you said but you missed 1 more signet needed the barrier signet, which is a must so you only have 1 skill slot left that in my case im using it to pair the mechanist with the granade kit or the flamethrower.
  21. All ursines have 50k+ without even traiting beastmastery, and more like moas and drakes have similar heal pool just for adding some more. Mech management is a mess and unlike rangers that have plenty of good utilities skills and pet swap, mechanist doesnt have enough. The more usefull signet that ive seen is the signet that provides barrier and reflects proyectiles but using it is caotic.
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